Stellaris Mod Roundup – September ’17

The purpose of these roundups is to cast a spotlight on some mods that have caught my attention over the past month or so.

You can find all of the mods featured in this month’s roundup and others in my Steam Workshop Collection “Odin Gaming Mod Roundup“.

Starting this month I’ll also feature a “Mod of the Month”, which is the mod from the list that really struck me that month. This doesn’t necessarily reflect the magnitude of changes or complexity of a mod; a simple mod can nonetheless have a large impact upon the game. This could be the mod that most piqued my interest, sparked my imagination, or filled a hole in the base game.

With 1.8 Čapek and Synthetic Dawn not even two weeks behind us, there are already some mods that build upon their foundations and plug any gaps the developers may have left behind.

MOD OF THE MONTH

Glavius’s Ultimate AI Megamod

Odin Gaming’s first ever Stellaris Mod of the Month goes to Glavius’s Ultimate AI Megamod, created by Glavius!

There are many changes made to the game AI (sector and general) to make it ultimately more competent while restricting the extent of “cheats” to help it keep up. (In fact, there’s only one cheat included, which is quite remarkable considering the extent of the changes.)

I’d love to list them all, but the author has already done a great job of it on the Steam Workshop mod page. In summary, it promises to make the AI much more efficient with resources, better at building and building placement, better at research… just better!

The AI should build larger fleets, keep up technologically, and be more willing to go to war. Your sectors will actually flourish under the AI’s guidance!

AI Rebellion Ships, Portrait & Room

Allows use of The Contingency and Fallen Machine Empire ships in empire creation. It also allows the use of the AI Rebellion room and portrait.

There is currently an issue (introduced with 1.8) with modded species and portraits meaning you can’t use more than one at a time without a compatibility patch (which only supports a few portrait mods at present). This will be addressed in the 1.8.1 hotfix, expected later this month.

Primitive Robots

Allows robot pops to spawn as primitives (although they appear as ‘Other’ in the contacts menu). You’ll still be able to build an Observation Post and conduct missions as for primitives.

This mod makes a few other changes, including spawning Earth as a tomb world and populating it with primitive robots (assuming Sol isn’t spawned at game-start by other mechanisms).

This mod might conflict with other mods that rely on vanilla missions. There’s also a possible bug in which newly-acquired primitive robot pops refuse to work due to “being purged”. Moving the pop from one tile to another and then back will fix the issue.

Real Machine Worlds

This is a simple mod that replaces the default machine world textures with the two beautiful textures featured above. Further, any terraformed world that originally had rings will have its rings replaced by special “Machine Ring” entities (reminiscent of Warhammer 40k’s Ring of Iron), which is a touch that shows great attention to detail.

ExOverhaul Collection: Update

Some of the content from the mods in this collection was actually featured last month, but the author has taken steps to bring them closer to the new gameplay of 1.8.

Changes are far-reaching but modular, meaning you can pick-and-choose which mods suit you. Included are changes to ships and stations, components and weapons, ethics and government, and planets. (The last one contains a lot of the changes featured last month.)

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